void main( void )
{
	vec3 fvLightDirection  = normalize( LightDirection );
	vec3 fvViewDirection   = normalize( ViewDirection );
	vec2 fvDisplacement    = 10.0*Texcoord;//fvGetCorrectSamplingPosition( 10.0*Texcoord, fvViewDirection );
	vec4 fvBaseColor       = texture2D( baseMap, fvDisplacement );
	vec4 fvColor = fvGetPhongBlinnIllumination( fvDisplacement, true ) +
				   fvGetSubsurfaceScatterIllumination( fvDisplacement );
	gl_FragColor = 2.0 * fvBaseColor * fvColor;
}
